Commit graph

286 commits

Author SHA1 Message Date
Blockyyy
770d28dcef
Merge 3c84097e15 into fcef8699f2 2025-10-26 16:28:46 +01:00
PeachyPeach
32f395fb0c
ModFs improvements (#907)
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* zip + json properties; check existing file in create file

* smlua_audio_utils_replace_sequence

* audio_stream_load, audio_sample_load, smlua_model_util_get_id

* get_texture_info + can also load PNG files

* smlua_collision_util_get

* add wildcard in properties files + set text mode

* filepath restrictions

* Some mod_storage improvements

- Cache mod storage files into a map to reduce file I/O
- Fix a bug in mod_storage_save
- Add mod_storage_load_all that returns all keys/values as a table

* shutdown; fix buffer overflow; fix warnings; lua table

* reject binary files starting with MZ or ELF

* function members

* better doc

* adding file rewind

* ModFS guide; replace yaml by ini; read string buffer changes
2025-10-21 19:42:06 +02:00
Cooliokid956
9a934f8443
Static Object Collision / Check for freed CObject (#924)
* Static Object Collision

* no soc surface pool; bnot

* Isaac review

---------

Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
2025-10-21 19:04:05 +02:00
Blockyyy
3c84097e15 fix new line, remove HOOK_BEFORE_OBJECT_UPDATE 2025-10-18 21:12:03 +02:00
Baconator2558
77a43c60a3
Add Ability to Rotate Held Objects (#953)
* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* Update rendering_graph_node.c

---------

Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
2025-10-17 00:30:00 +02:00
Blockyyy
e9a48ee4f5 HOOK_OBJECT_UPDATE & HOOK_BEFORE_OBJECT_UPDATE 2025-10-16 22:03:16 +02:00
Cooliokid956
85ab20357d
Restored OOB death + De-sorted fields + Read-Only marked as protected (#921)
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* De-sort fields + Add `protected`

This fixes the atrocious ordering in autocomplete (a,b,g,r 😭)
also adds the protected scope for read-only fields

_ReadOnlyTable revision

* Restored OOB death (when alone)

also bubbles the player

* Rerun autogen

* Peachy Review

* kill goto

* Curly Brace
2025-08-28 18:06:55 +02:00
ManIsCat2
5f1a2d0b42
Gfx commands to Copy Lights into Env/Prim color (#927)
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2025-08-28 06:27:25 +10:00
ManIsCat2
4fb5375d0d
GEO_BONE GeoLayout command (#913)
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2025-08-20 12:46:32 +10:00
PeachyPeach
6e4373adc9
Fix graph node interpolation (#917)
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Shared graph nodes were incorrectly interpolated, only the first object with a shared graph node was interpolated properly.
Thanks to @Cooliokid956 for noticing that most of node types were **never** interpolated.

- Use a double hashmap to store interpolated data for each graph node and object. All translations, rotations and scales are now interpolated correctly.
- Add `GraphNodeScaleXYZ` type to scale to all 3 dimensions; Add `GEO_SCALE_XYZ` command.

gMtxTbl was also reaching it's limit, so dynamic allocation was added.
2025-08-19 08:15:30 +10:00
PeachyPeachSM64
a2b4ac8f08 Fix palette editor cap on/off invulnerability 2025-08-13 21:01:39 +02:00
Beckowl
03b29489b1
Add `smlua_text_utils_allocate_dialog` (#896)
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* wip

* get rid of seg2_dialog_table and fix crashes

* remove unused include

* change more types to s32

* remove dialog tables from eu_translation.h

* fix dialog_table_get signature

* Change `oToadMessageDialogId` to s32

* remove exit from dialog_table_add

* warning

* calloc allocated dialogs

* avoid memcpy on allocation fail

* Move dialog entry text field init to dialog_table_init

* Free original dialog entries' text field

* Put all reset logic in one place

* Run autogen

* Remove ``get_dialog_text_ascii`` from autogen

* minor fix

* free dialog->str if replaced

* nevermind

* remove get_dialog_unmodified from autogen

* Change -1 to DIALOG_NONE

* update stuff to s32

* use growing array functions

* Change limit to something more reasonable

* add null check

* remove explicit cast

* Minor fixes

* more type fix

* peachy review

* Fix weird enums in autogen

* remove extra newline :p

* add dialog restore

* bump max dialogs just a lil bit 🥺

* add lua behavior params

* all OBJECT fields are now Lua variables

* Revert lua behavior params changes

* isaac review

* fix segfault

---------

Co-authored-by: PeachyPeachSM64 <72323920+PeachyPeachSM64@users.noreply.github.com>
2025-08-03 17:49:45 +02:00
PeachyPeachSM64
912556bb94 autogen 2025-07-29 15:01:56 +02:00
Baconator2558
c9db7006a3
Add Ability to Hide HUD on Act Select Screen (#880) 2025-07-29 11:42:55 +10:00
Agent X
b76985eb64 Fix
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2025-07-17 15:41:55 -04:00
Agent X
74115c2aac Speed up lighting engine by 80%
Lights are also zero indexed now which I could change to being one indexed but I think this is better anyway.
I restored ambient light objects setting it every frame since it broke a mod I was working on.
Sorry if any of these changes break anything you're working on dj.
Kaze would be proud though I bet
2025-07-17 15:41:06 -04:00
PeachyPeachSM64
de96a75ddc fix SOUND_ARG_LOAD
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2025-07-16 03:13:00 +02:00
PeachyPeachSM64
a6cd005565 bump version
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2025-07-12 18:55:22 +02:00
Agent X
6a5af9d23a Lighting engine full documentation and more improvements
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2025-07-01 13:41:28 -04:00
PeachyPeach
4c3ee14f55
Mod file system (#850)
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* modfs; optional function parameters in autogen

* errors and stuff

* script to turn a directory into a modfs file and vice versa

* bug fixes

* read: raise error on eof

* properly check eof on read_string

* fill; reload; check pointer validity; skip private files when loading non-active modfs

* added bytestrings

* move ByteString to smlua_utils.h
2025-07-01 01:53:47 +02:00
djoslin0
bf3127b3df
Add bytestring packets for mods to use (#866)
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Adds network_send_bytestring(), network_send_bytestring_to(), and
HOOK_ON_PACKET_BYTESTRING_RECEIVE

This is as close to raw bytes as you can get in lua. It allows you
to efficiently pack as much data as possible into each packet.

The existing network_send() was built for ease of use, but is quite
inefficient when you want to send a lot of data. Each number or int
field in the table amounts to 9 bytes for the key and 9 bytes for the
value. (amounting to 18 bytes per value). Whereas with the new method
you can pack that information into 1, 2, 4, or 8 bytes depending on
your type's size.

---------

Co-authored-by: MysterD <myster@d>
2025-06-30 11:24:39 +10:00
Agent X
7009e7da86 Lighting Engine: Awesome Edition
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Just making a brief commit and thats all to add onto dj's lighting engine improvements because I heard about the PR, in mine I
* allowed all Vtx objects to be manipulated/retrieved
* updated lighting engine demo to be an SM64 night mode with a flashlight
* Fixed longterm bug where lighting bugs out unless you spawn a light
* Added new default LE mode LE_MODE_AFFECT_ALL_SHADED_AND_COLORED which also affects vertex colored surfaces
2025-06-29 12:08:04 -04:00
djoslin0
82ca45eeb6
Lighting engine improvements (#870)
* Lighting engine improvements

Now objects will be affected by the lighting engine. This is
accomplished by passing the renderer the object's model matrix
(uncombined with the view or projection). You can now setup the
lighting engine mode to affect all shaded surfaces, lighting can
be affected by surface normals, and you can control what type of
tone mapping is applied.

added le_set_mode(mode)
    By default we retain the previous behavior.

    When set to LE_MODE_AFFECT_ALL_SHADED the lighting engine will
    affect every shaded material.

    This way we don't have to recompile every object and level that
    we want shaded with special coop-specific commands

added le_get_mode()

added le_set_tone_mapping(toneMapping)
    Tone mapping is what happens when a color value exceeds its 0-255
    range.

    By default we retain the current tone mapping (called
    LE_TONE_MAPPING_TOTAL_WEIGHTED).

    LE_TONE_MAPPING_WEIGHTED is now accessible, it was the tone
    mapping that was previously left out of the compile through ifdefs.

    LE_TONE_MAPPING_CLAMP is just simple additive with a clamp at a
    color value of 255.

    LE_TONE_MAPPING_REINHARD is reinhard tone mapping
    (vout = (vin + 1) / vin).

added le_set_light_use_surface_normals(id, useSurfaceNormals)
    By default lights retain their previous behavior (of ignoring
    surface normals).

    When enabled lights cast on one side of the object will not
    appear on the other side of the object.

    It is kind of like backface culling, but for lights.

added le_calculate_lighting_color_with_normal(pos, normal, outColor, lightIntensityScalar)
    It's just like le_calculate_lighting_color(), but you can pass
    in normals now.

* Removed normal calculation from vertex colored surfaces - they don't have normals

* Use packed normals correctly

* made LE_MODE_AFFECT_ALL_SHADED the default

* made useSurfaceNormals the default for lights

* Set ambient color, performed le_is_enabled() checks

The ambient color was black, which is why everything was dark by default.
If we set ambient to white then people will never see the effects of their
lights unless they set ambient to a lower value. So I added checks for
if a light has ever been added. The alternative would be to have something
like le_set_enabled()

* Rewrite how we obtain the model matrix - invert the camera

* run autogen

* Change default tonemapper to weighted, make setting ambient enable LE, fix null deref

* Address Peachy's comments

---------

Co-authored-by: MysterD <myster@d>
2025-06-29 17:46:35 +02:00
xLuigiGamerx
1ad874a1c5
Added math.tween along with common easing functions (#833)
* Added `xOffset` and `yOffset` to the `DjuiFont` struct to align the custom hud fonts

* Replaced `VL-Tones and CJes` CS pack with `The Originals` CS pack

* Removed the shading from the emblems and sideburns for `[CS] The Originals`

* Updated Djoslin0 Toad to give him recolorable hair and updated CJes and VL-Tones Luigi hud icons.

* Updated `[CS] The Originals` models to add missing reverts

* Wrong outdated Djoslin Toad model fix

* Added `math.tween` and along with common easing functions

* Fixed wrong implementation of `IN_OUT_ELASTIC`

* Added `OUT_IN` easing variants

* Fixed Incorrect `OUT_IN_SINE` function

* Fixed wrong `OUT_IN_ELASTIC` implementation
2025-06-24 22:09:17 +02:00
Sunk
0ecaaf767a
Add type conversion functions (#839)
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2025-06-09 18:35:57 +02:00
PeachyPeach
17c311ae7d
smlua event hooks refactor (#826)
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2025-06-09 07:40:48 +10:00
djoslin0
838fe40d6e
Add HOOK_ON_ADD_SURFACE and HOOK_ON_CLEAR_AREAS (#843)
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2025-06-08 13:46:28 +10:00
PeachyPeach
c79d59d8ec
Fix vec3f bugs (#837) 2025-06-05 19:44:09 +10:00
Agent X
ff31ae55fa Bug fixes
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If it ain't broke, don't fix it
2025-05-30 16:14:19 -04:00
Agent X
dd13da2a0d Re-run autogen for everything 2025-05-29 10:57:44 -04:00
Agent X
1f2e09da6e Re-arrange some parameters and add math.round
Co-Authored-By: xLuigiGamerx <88401287+xLuigiGamerx@users.noreply.github.com>
2025-05-28 22:34:45 -04:00
PeachyPeach
69e129805e
More math improvements (#820)
* More math improvements

* more math functions

* stack check

* added error message when trying to modify read-only table; fix gSmluaConstants printed to console
2025-05-29 02:52:31 +02:00
NitroDisPro
dea7247d9f
Add HOOK_MARIO_OVERRIDE_FLOOR_CLASS (#812)
* Update lua_definitions constants.lua

* you kiddin' dude

* Update lua docs constants.md

* Update smlua_constants_autogen.c

* Update smlua_hooks.h

* Update mario.c to add HOOK_MARIO_OVERRIDE_FLOOR_CLASS to mario_get_floor_class(m)

yeah i sure love using web interface

* Update lua guide hooks.md

* Whoops
2025-05-28 18:13:46 -04:00
PeachyPeach
bbabaa3c79
Fix hand/foot pos and get any Mario part position (#816)
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* Fix hand/foot pos and get any Mario part position
2025-05-21 23:52:04 +02:00
PeachyPeach
8db6356754
Improving math functions (#813)
* Improving math functions

* Isaac review
2025-05-21 23:50:49 +02:00
Isaac0-dev
16ab46aeea run autogen again to fix mods
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2025-05-17 11:04:50 +10:00
Prince Frizzy
02c9a4146b
More Optimizations (#792)
* Initial work on optimizations.

* Requested Changes Part 1

* Requested Changes Part 2

* Requested Changes Part 3

* Requested Changes Part 4

* Requested Changes Part 5

* Requested Changes Part 6

* Update deprecated.lua

---------

Co-authored-by: PeachyPeach <72323920+PeachyPeachSM64@users.noreply.github.com>
2025-05-16 20:27:49 -04:00
PeachyPeach
0d4fd39a00
Fix interactions again (#795) 2025-05-08 08:51:44 +10:00
Agent X
954af5bc0a this should fix SDL_Joystick lag [build] 2025-05-04 18:41:38 -04:00
Blockyyy
a0f557bf68
fix HOOK_BEFORE_WARP (#753)
* fix HOOK_BEFORE_WARP

* actual fix and correct hooks.md

* reset arg, make WARP_ARG_EXIT_COURSE -1
2025-04-30 18:22:31 -04:00
PeachyPeach
507e6f6102
Fix autogen documentation (#769)
* Fix autogen documentation

* verbose
2025-04-27 17:24:29 -04:00
Blockyyy
ea353af5c9
HOOK_ON_INSTANT_WARP (#747)
* make HOOK_ON_WARP trigger on instant warps

* oops

* HOOK_ON_INSTANT_WARP

* make the displacement a Vec3s, hooks.md

* fix hooks.md oversight

* get rid of this
2025-04-27 17:21:17 -04:00
Agent X
6c7068f1ea Revert "Constants fix"
This reverts commit 6659377cd4.
2025-04-17 18:27:36 -04:00
Agent X
6659377cd4 Constants fix 2025-04-17 14:51:03 -04:00
PeachyPeach
467b22e939
Gfx set command: v2 + Gfx/Vtx dynamic alloc (#718)
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* set_gfx_command part 2

* part 3

* get gfx/vtx from name; copy gfx/vtx

* gfx/vtx dynamic allocation lua

* gfx/vtx_new: don't take level/model/vanilla names

* Clean up gbi constants

* update example

* Isaac review; add gfx_get_next_command and vtx_get_next_vertex

* make all commands length 1; missing NULL checks
2025-04-12 18:19:14 -04:00
Blockyyy
43d2248727
HOOK_BEFORE_WARP, added params to HOOK_ON_LEVEL_INIT and HOOK_ON_WARP (#736) 2025-04-10 17:17:59 -04:00
Agent X
490939bc95 Bump version
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2025-04-10 16:55:27 -04:00
Baconator2558
ce8350514c
Add HOOK_ALLOW_FORCE_WATER_ACTION (#731)
* Update constants.md

* Update constants.lua

* Update smlua_constants_autogen.c

* Update surface_terrains.h

* Update hooks.md

* Add files via upload

* Update constants.lua

* Update smlua_hooks.h

* Update smlua_constants_autogen.c

* Update constants.md

* Update mario_actions_airborne.c

* Update mario_actions_airborne.c

* Update mario_actions_stationary.c

* Update mario_actions_automatic.c

* Update mario_actions_object.c

* Update mario_actions_moving.c

* Update mario_actions_submerged.c

* Update mario_actions_airborne.c

* Update mario_actions_stationary.c

* Update mario_actions_automatic.c

* Update mario_actions_object.c

* Update mario_actions_moving.c

* Update mario_actions_submerged.c

* Update hooks.md

* Update hooks.md

* Update mario_actions_submerged.c

* Update hooks.md

* deal with gCamera being exposed incorrectly

* update gCamera as the pointer is updated

* served time for crimes against C

* Update revamped flying damage (#722)

* forgot to null check it

* lois (#5)

* deal with gCamera being exposed incorrectly

* update gCamera as the pointer is updated

* served time for crimes against C

* Update revamped flying damage (#722)

* forgot to null check it

* Fix/optimize/improve lighting engine

* Camera fixes

---------

Co-authored-by: Isaac0-dev <62234577+Isaac0-dev@users.noreply.github.com>
Co-authored-by: Sunk <69110309+Sunketchupm@users.noreply.github.com>
Co-authored-by: Agent X <44549182+AgentXLP@users.noreply.github.com>

* Update lighting_engine.c

* Update lighting_engine.c

* bart (#6)

* deal with gCamera being exposed incorrectly

* update gCamera as the pointer is updated

* served time for crimes against C

* Update revamped flying damage (#722)

* forgot to null check it

* Fix/optimize/improve lighting engine

* Camera fixes

* Fix small LE whoopsie

* Update CS to v1.13

* New coopnet libraries for macOS (#725)

* Fix camera issues (#726)

* Fix vanilla camera in automatic

* Correct dpad movement direction

Matches the same direction as romhack camera now

* Make Git hash only dev or debug

* Fixes

* fix some script errors in mods that pass in nil objects

technically this is the mod's fault, but this is more consistent behavior for a cheap fix

* Further fix camera (#727)

* Further fix camera

* Remove re-override

* fix scrolling textures simply not scrolling

this was caused by the duplicated vertices commit

* free stuff

---------

Co-authored-by: Isaac0-dev <62234577+Isaac0-dev@users.noreply.github.com>
Co-authored-by: Sunk <69110309+Sunketchupm@users.noreply.github.com>
Co-authored-by: Agent X <44549182+AgentXLP@users.noreply.github.com>
Co-authored-by: EmeraldLockdown <86802223+EmeraldLoc@users.noreply.github.com>

* Update smlua_cobject.c

* Update mario_step.c

* Update bettercamera.inc.h

* Update camera.c

* Update smlua_cobject.h

* Update camera.c

* Add files via upload

* Update constants.lua

* Update constants.md

* Update hooks.md

* Update smlua_constants_autogen.c

* Update smlua_hooks.h

* Update smlua_hooks.h

* Update smlua_hooks.c

* Update mario_actions_airborne.c

* Update mario_actions_automatic.c

* Update mario_actions_moving.c

* Update mario_actions_object.c

* Update mario_actions_stationary.c

* Update mario_actions_submerged.c

* Update mario_step.c

* Update mario_actions_airborne.c

* Update mario_actions_automatic.c

* Update mario_actions_moving.c

* Update mario_actions_object.c

* Update mario_actions_stationary.c

* Update mario_actions_submerged.c

* Update hooks.md

* Update mario_actions_airborne.c

* Update mario_actions_automatic.c

* Update mario_actions_moving.c

* Update mario_actions_object.c

* Update mario_actions_stationary.c

* Update mario_actions_submerged.c

* Update mario_actions_submerged.c

* Update mario_step.c

* Update mario_actions_stationary.c

* Update mario_actions_submerged.c

* Update mario_step.c

* Update mario_actions_airborne.c

* Update mario_actions_airborne.c

* Update mario_actions_automatic.c

* Update mario_actions_moving.c

* Update mario_actions_object.c

* Update mario_actions_submerged.c

---------

Co-authored-by: Isaac0-dev <62234577+Isaac0-dev@users.noreply.github.com>
Co-authored-by: Sunk <69110309+Sunketchupm@users.noreply.github.com>
Co-authored-by: Agent X <44549182+AgentXLP@users.noreply.github.com>
Co-authored-by: EmeraldLockdown <86802223+EmeraldLoc@users.noreply.github.com>
2025-04-07 18:47:52 -04:00
Cooliokid956
3bfa75e32b
Miscellaneous Additions: Addendum (#723)
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* More autogen work

- made the `Pointer_` classes into aliases instead so that they're actually associated with their true type
- "Total constants" metric is now accurate

* High Quality Master Volume

* Audio work

it's 12:55am and there are some bright flashes outside (lightning)

- cracked the code (interpreted the "Acc" in `tempoAcc`)
- added several functions that will help greatly in the Streamed Music department (you can now match sequenced music fading (transitions, eepy, etc.))
- introducing `gMasterVolume`! a variable that is only updated when it needs to be, theoretically improving performance (by some amount). this variable is used in many places in place of recalculations of the same number
- made it so that muting the game skips some audio processing (not the main process since that would linger after unmuting (not good))
- fixed an oversight where lua volumes were not taken into account when `audio_stream_set_volume`
- it's its 😁
- removed additional `#include "audio/external.h"`

it is 1:06am
gn

* Add mouse status functions

you can now check if mouse buttons were held, clicked, or released

* Sorting was a bad idea

disabled sorting for constants so that they are represented more closely to their original defines

* Expose playerlist page index

also noticed that sorting still sucks

* Minor (very important) detail

lalette

* Addressing the PeachyPeachSM64 reviews

* Return of the Forced 4:3 Mode

shoutouts to DISPLAY.FORCE_4BY3 for sticking through the toughest of times, waiting for this day to come

* Added scroll support

- Scrolling added to chat box (hold ctrl to scroll fewer lines, shift to scroll faster)
- Scrolling functions added to smlua

* Addressing the Isaac0-dev review + fixes

- mouse scroll is now accumulated
- djui_gfx_get_dimensions
- forced 4:3 won't kick in if the window isn't wide enough
- game now recognizes horizontal resizing when in 4:3 mode

* Run autogen

* gfx_get_dimensions

works just as well
2025-04-05 13:52:14 -04:00
Isaac0-dev
c2823c268e fix some script errors in mods that pass in nil objects
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technically this is the mod's fault, but this is more consistent behavior for a cheap fix
2025-04-01 16:13:56 +10:00